Shader "Level4/Blood"{
	Properties{
		_MainTex("Base map",2d) = ""{}
	}
	
	CGINCLUDE
	#include "UnityCG.cginc"
	sampler2D _MainTex;
	
	struct v2f{
		float4 pos:POSITION;
		float2 uv : TEXCOORD0;
	};
	
	v2f vert(appdata_full data){
		v2f v;
		v.pos = mul(UNITY_MATRIX_MVP,data.vertex);
		v.uv = data.texcoord.xy;
		return v;
	}
	
	float4 frag(v2f v):COLOR0{
		float2 uv1 = float2(v.uv.x+ _Time.x,v.uv.y);
		float2 uv2 = float2(v.uv.x,v.uv.y + _Time.y);
		
		// float4 c = saturate( tex2D(_MainTex,uv1) + tex2D(_MainTex,uv2));
		float4 c = tex2D(_MainTex,uv2);
		return c;
	}
	
	ENDCG
	
	SubShader{
		Pass{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			ENDCG
		}
	}
}